;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
16      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
5       ; Fundamentalism pays support for all units past this
5       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Timbuctu's Legacy,  0, 0,  no,  no,  3, 0    ; AFl
Alphabet,           5, 0,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 2, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Public Education,   3, 0,  Sup, MP,  2, 3    ; Ato
Automobile,         2, 0,  Ref, MP,  2, 1    ; Aut
Banking,            4, 1,  Tra, CoL, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Smokeless Powder,   4,-2,  Tac, Exp, 3, 0    ; CA 
Torpedo Boat,       3,-1,  Stl, Cmp, 3, 0    ; Cmb
Partisan Warfare,   0, 0,  no,  no,  2, 2    ; Cmn
High Explosives,    5,-2,  CA,  MP,  3, 0    ; Cmp
Conscription,       7,-1,  CoL, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Las, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1 
Electronics,        4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Repression,         0, 0,  nil, no,  3, 2    ; Env
Espionage,          5,-1,  Mob, Sup, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Naval Mobilisation, 2,-1,  Stl, NP,  2, 4    ; Fli
Fundamentalism,     0,-2,  no,  no,  2, 2    ; Fun
Rail Concessions,   0, 0,  Cor, RR,  3, 3    ; FP 
Tropical Medicine,  4, 2,  Med, Cor, 2, 3    ; Gen
Guerilla Warfare,   2, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrial Style,   6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Foreign Policy,     0, 2,  Las, Sup, 2, 1    ; Lab
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Las
Leadership,         0, 0,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      6, 0,  Las, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    7, 0,  Too, Cor, 2, 1    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Lit, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Offshore Rig,       5, 1,  Too, NP,  2, 4    ; Min
Mobilisation,       0,-2,  Aut, Cmp, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Mys, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Radioactivity,      3, 0,  nil, no,  2, 0    ; NF
Turbine Engine,     5, 0,  Stl, Ref, 2, 4    ; NP 
Philosophy,         6, 1,  no,  no,  1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Lost Ark??,         4, 1,  no,  no,  1, 0    ; Pla
Hydro Electricity,  4, 0,  E1,  Cmp, 1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5, 0,  no,  no,  2, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR 
Labour Taxation,    4, 1,  Cor, Sup, 2, 4    ; Rec
Refining,           4, 0,  Che, Plu, 2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Maxim Gun,          3,-2,  Exp, Too, 3, 0    ; Rob
Capetown-Cairo RR,  3, 0,  Aut, FP,  2, 4    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Specials,           0, 0,  nil, no,  0, 0    ; SFl
Naval Gunnery,      2,-2,  Cmp, Fli, 3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE 
Steel,              5,-1,  E1,  Las, 2, 4    ; Stl
Socialism,          3, 0,  Las, Lit, 2, 2    ; Sup
Tactics,            0, 0,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Radio Wave Theory,  4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Lit, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Roc, nil, 3, 3    ; FT 
Not Afro/Asian,     0, 0,  no,  no,  3, 2    ; U1 
Not Euro,           0, 0,  no,  no,  3, 2    ; U2 
Not Abyssinian,     0, 0,  no,  no,  3, 2    ; U3 
Not Italian,        0, 0,  no,  no,  3, 2    ; X1 
Not German,         0, 0,  no,  no,  3, 2    ; X2 
Not French,         0, 0,  no,  no,  3, 2    ; X3 
Not British,        0, 0,  no,  no,  3, 2    ; X4 
Not Portuguese,     0, 0,  no,  no,  3, 2    ; X5 
Not Ottoman,        0, 0,  no,  no,  3, 2    ; X6 
Bad News,           0, 0,  no,  no,  2, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                  4, 1,    Mob,
Granary,                   6, 1,    Pot,
Mission Station,           4, 1,    Cer,
Bazaar,                    8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Mosque,                   10, 3,    MT, 
College,                  12, 3,    Uni,
Mass Transit,             12, 4,    no, 
Concentration Camp,       10, 3,    Env, 
Factory,                  16, 4,    Las,
Manufacturing Plant,      32, 4,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              12, 4,    Ref,
Hydro Plant,              16, 2,    Plu,
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Super Market,              8, 3,    no, 
Plantation,               16, 4,    Cor,
Public School House,      16, 3,    Ato,
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    Amp,
Slave Labour Pool,        16, 4,    SFl,  
Harbor,                    6, 1,    Sea,
Offshore Platform,        12, 3,    Min,
Zeppelin Port,            16, 3,    no, 
Police Station,            6, 2,    Sup,
Port Facility,             8, 3,    Fli,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Labour Tax),             60, 0,    Rec,
Pyramids,                 20, 0,    Pot,
Great Mosque,             20, 0,    MT, 
Suez Canal,               20, 0,    Exp,
Rock,                     20, 0,    Amp,
Great Library,            30, 0,    Wri, 
Missionary Society,       30, 0,    Med,
Sankore Mosque,           30, 0,    nil, 
Foreign Legion,           30, 0,    Tac,
Ark of the Covenant,      20, 0,    nil,
al Haram Mosque,          40, 0,    Wri,
Dome of the Rock,         40, 0,    MT, 
German African Society,   30, 0,    Uni,
Old Harbor,               40, 0,    Met,
The Sphinx,               30, 0,    Cst,
Krupp Works,              40, 0,    Inv, 
Missionary Hospitals,     40, 0,    Gen,
Royal Niger Company,      40, 0,    Ast,
De Beers Mining Corp.,    40, 0,    Eco,
Wireless Telegraph,       40, 0,    ToG, 
Young Turk Movement,      40, 0,    no, 
Baghdad Rail Concession,  30, 0,    FP,
Working Men's Rights,     60, 0,    Sup,
Aswan Dam,                60, 0,    Plu, 
Manhattan Project,        60, 0,    no, 
Entente Cordiale,         60, 0,    Lab, 
Cape Town - Cairo RR,     30, 0,    Roc,
Public Education,         60, 0,    Ato,
Cinematographe,           40, 0,    MP, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
MT,         ; Pyramids
nil,        ; Great Mosque
nil,        ; Suez Canal
Fli,        ; Rock of Gibraltar
Uni,        ; Great Library
nil,        ; Missionary Society
AFl,        ; Sankore Mosque
Mob,        ; French Foreign Legion
Pla,        ; Ark of the Covenant
nil,        ; al Haram Mosque
nil,        ; Dome of the Rock
nil,        ; German African Society
NP,         ; Old Harbpr
nil,        ; The Sphinx
nil,        ; Krupp Works
nil,        ; Missionary Hospitals
nil,        ; Royal Niger Company
nil,        ; De Beers
nil,        ; Wireless Telegraph
nil,        ; Statue of Liberty
nil,        ; Baghdad Rail Concession
nil,        ; Working Men's Rights
nil,        ; Aswan Dam
nil,        ; Manhattan Project
nil,        ; Entente Cordiale
nil,        ; Cape Town - Cairo
nil,        ; Public Education
nil,        ; Cinematograph


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settler,      Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineer,     nil, 0,  2.,0,  0a,3d,  2h,1f,  5,0,  5, Exp, 000000000000000
Rifleman-I,   X1,  0,  1.,0,  6a,4d,  2h,1f,  5,0,  1, Csc, 000000000000100
Schutztruppe, X2,  0,  1.,0,  6a,4d,  2h,1f,  5,0,  1, Csc, 000000000000100
Rifleman-F,   X3,  0,  1.,0,  6a,4d,  2h,1f,  5,0,  1, Csc, 000000000000100
Rifleman-B,   X4,  0,  1.,0,  6a,4d,  2h,1f,  5,0,  1, Csc, 000000000000100
Chasseur,     X5,  0,  1.,0,  6a,4d,  2h,1f,  5,0,  1, Csc, 000000000000100
Militiaman,   nil, 0,  1.,0,  4a,3d,  2h,1f,  4,0,  1, SFl, 000001000000000
Talaba,       nil, 0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, SFl, 000000000000000
Partisan,     nil, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, SFl, 000001000000010
Rifleman-O,   X6,  0,  1.,0,  6a,4d,  2h,1f,  5,0,  1, Csc, 000000000000100
Gunman,       nil, 0,  1.,0,  5a,2d,  2h,2f,  5,0,  0, SFl, 000001000000001
Rifleman-A,   U3,  0,  1.,0,  6a,4d,  2h,1f,  5,0,  1, Csc, 000000000000000
Royal Marine, nil, 0,  1.,0,  6a,4d,  2h,2f,  6,0,  0, SFl, 000000000000100
Askari,       Aut, 0,  1.,0,  5a,3d,  3h,1f,  3,0,  1, Gun, 000000000000000
Ahmadu Seku,  nil, 0,  2.,0,  4a,4d,  2h,1f, 10,0,  6, SFl, 000000000000001
Khalifa,      nil, 0,  2.,0,  6a,4d,  3h,1f, 15,0,  6, SFl, 000000000000001
Impi,         nil, 0,  1.,0,  4a,2d,  1h,1f,  2,0,  0, SFl, 000001000000000
Dragoon,      U2,  0,  2.,0,  8a,3d,  2h,1f,  5,0,  0, Tac, 000000000000001
Mad Mullah,   nil, 0,  2.,0,  9a,4d,  3h,2f, 20,0,  1, SFl, 000000000000001
Cavalry,      U1,  0,  2.,0,  8a,3d,  2h,1f,  5,0,  0, Tac, 000000000000001
Desert Raider,nil, 0,  2.,0,  8a,3d,  2h,1f,  5,0,  0, SFl, 000000000000001
Dervish,      nil, 0,  1.,0,  3a,1d,  1h,4f,  2,0,  0, SFl, 001000000000000
Maxim Gun,    nil, 0,  1.,0,  5a,5d,  2h,2f,  8,0,  1, Rob, 000010000000000
Cannon,       Too, 0,  1.,0,  8a,1d,  2h,2f,  6,0,  0, Met, 000000000000000
Artillery,    Cmp, 0,  1.,0, 10a,1d,  2h,2f,  7,0,  0, Too, 000000000000000
Howitzer,     nil, 0,  1.,0, 10a,1d,  2h,2f,  8,0,  0, Cmp, 000000001000000
_Fighter,     AFl, 1, 10.,1,  4a,2d,  2h,2f,  4,0,  3, no,  000000000000001
_Bomber,      nil, 0,  0.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Envoy,        nil, 0,  2.,0,  0a,0d,  1h,1f,  4,0,  6, SFl, 000000000000011
Legionaire,   nil, 0,  1.,0,  6a,4d,  2h,2f,  6,0,  0, SFl, 000000000000100
Sharp Shooter,U2,  0,  1.,0,  9a,2d,  2h,2f,  6,0,  0, CA,  000001000000001
Sharp Shooter,U1,  0,  1.,0,  9a,2d,  2h,2f,  6,0,  0, CA,  000001000000001
Marine,       nil, 0,  1.,0,  6a,4d,  2h,2f,  6,0,  0, SFl, 000000000000100
Gandhi,       nil, 0,  0.,0,  1a,1d,  1h,1f,  1,0,  0, SFl, 000000000000000
Dhow,         Cor, 2,  8.,0,  0a,2d,  2h,1f,  3,2,  4, Map, 000000000000000
Steamer,      MP,  2, 10.,0,  0a,2d,  2h,1f,  5,4,  4, SE,  100000000000001
Protected Cruiser,Stl, 2, 12.,0,6a,6d,3h,2f, 12,0,  2, E1,  100000000000001
Armoured Cruiser,nil, 2, 12.,0, 8a,8d,4h,2f, 16,0,  2, Stl, 100000000000001
Warrior,      nil, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, SFl, 000000000000000
Battleship,   nil, 2, 10.,0, 10a,10d, 4h,2f, 20,0,  2, Sth, 100000000000000
Torpedo Boat, nil, 2,  8.,0,  8a,2d,  3h,3f, 10,0,  2, Cmb, 100000000101000
Amazon,       nil, 0,  1.,0,  6a,4d,  2h,1f,  5,0,  1, SFl, 000000000000000
Transport,    nil, 2, 12.,0,  0a,2d,  2h,1f,  6,8,  4, MP,  100000000000001
Rifleman-M,   nil, 0,  1.,0,  6a,4d,  2h,1f,  4,0,  1, SFl, 000000000000000
Zeppelin,     nil, 1, 42.,0,  0a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Agent,        nil, 0,  2.,0,  0a,0d,  1h,1f,  4,0,  6, SFl, 000000000000011
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  4,0,  6, SFl, 000000000000011
Caravan,      Aut, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000011
Freight,      nil, 0,  3.,0,  0a,1d,  1h,1f,  5,0,  7, Aut, 000000000000011
Explorer,     nil, 0,  1.,0,  0a,2d,  1h,1f,  3,0,  0, Sea, 000001000000011
Enver Bey,    nil, 0,  2.,0,  9a,4d,  2h,2f, 10,0,  1, SFl, 000000000000001
Baratieri,    nil, 0,  2.,0,  8a,4d,  3h,1f, 15,0,  1, SFl, 000000000000001
von Trotha,   nil, 0,  2.,0,  9a,4d,  3h,2f, 20,0,  0, SFl, 000000000000001
Menelek,      nil, 0,  2.,0,  9a,4d,  3h,2f, 20,0,  1, SFl, 000000000000001
Kitchener,    nil, 0,  2.,0,  9a,4d,  3h,3f, 30,0,  0, SFl, 000000001000001
Archinard,    nil, 0,  2.,0,  9a,4d,  2h,2f, 20,0,  0, SFl, 000000001000001
Joubert,      nil, 0,  2.,0,  7a,5d,  3h,2f, 20,0,  1, SFl, 000000000000001
Mousinho,     nil, 0,  2.,0,  9a,4d,  2h,2f, 15,0,  0, SFl, 000000000000001
Rabah Zobeir, nil, 0,  2.,0,  6a,4d,  2h,2f, 15,0,  1, SFl, 000000000000001
Samory Toure, nil, 0,  2.,0,  9a,4d,  3h,2f, 20,0,  1, SFl, 000000000000001
Tippu Tib,    nil, 0,  2.,0,  5a,5d,  3h,1f, 15,0,  6, SFl, 000000000000001

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     2,2,  0,1,0,   yes, 1, 5, 2,   yes, 1, 2,  0,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,10,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Pln,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 0,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  5,  Hil,   ; Mou
Wasteland,  1,2,  1,0,0,   yes, 1, 5, 2,   Pln, 0,10,  5,  no,    ; Tun
Erg,        2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  0,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  2,  no,    ; Swa
Jungle,     3,3,  1,0,0,   no,  0,10, 5,   For, 0,15,  2,  Grs,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Cattle,     1,2,  2,2,2,
Grassland,  1,2,  2,1,0,
Ivory,      2,2,  1,2,4,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Sheep,      1,2,  2,1,3,
Oasis,      1,2,  3,1,0,
Peat,       2,3,  1,4,0,
Timber,     2,3,  1,3,2,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Millet,     1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Game,       2,2,  3,2,0,
Coffee,     2,4,  2,0,4,
Iron,       3,6,  0,4,0,
Goats,      1,2,  3,1,2,
Nitrates,   1,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Empire,         Emperor,     Emperor
Fundamentalism, Madhi,       Mahdi
Republic,       President,   Queen
Democracy,      Premier,     Premier

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Crispi,Crispi,                     0, 1, 3, Italian,     Italians,    1, -1,  0,     5, Prime Minister, Prime Minister
Wilhelm,Wilhelm,                   0, 2, 3, German,      Germans,     1, -1,  0,     5, Kaiser, Empress
Sadi-Carnot,Sadi-Carnot,           0, 3, 3, French,      Frenchmen,  -1, -1,  1,
Menelek,Taitu,                     0, 4, 2, Abyssinian,  Abyssinians, 0,  0, -1,     2, Emperor, Empress, 3, Emperor, Empress
Abdul Hamid,Abdul Hamid,           0, 5, 0, Ottoman,     Ottomans,    0, -1, -1,     2, Sultan, Sultan, 3, Sultan, Sultan
Gladstone,Victoria,                0, 6, 3, British,     Englishmen, -1, -1,  1,     5, Prime Minister,Queen
Carlos,Carlos,                     0, 7, 1, Portuguese,  Portuguese,  0, -1,  0,
Crispi,Crispi,                     0, 1, 3, Italian,     Italians,    1, -1,  0,     5, Prime Minister, Prime Minister
Wilhelm,Wilhelm,                   0, 2, 3, German,      Germans,     1, -1,  0,     5, Kaiser, Empress
Sadi-Carnot,Sadi-Carnot,           0, 3, 3, French,      Frenchmen,  -1, -1,  1,
Menelek,Taitu,                     0, 4, 2, Abyssinian,  Abyssinians, 0,  0, -1,     2, Emperor, Empress, 3, Emperor, Empress
Abdul Hamid,Abdul Hamid,           0, 5, 0, Ottoman,     Ottomans,    0, -1, -1,     2, Sultan, Sultan, 3, Sultan, Sultan
Gladstone,Victoria,                0, 6, 3, British,     Englishmen, -1, -1,  1,     5, Prime Minister,Queen
Carlos,Carlos,                     0, 7, 1, Portuguese,  Portuguese,  0, -1,  0,
Crispi,Crispi,                     0, 1, 3, Italian,     Italians,    1, -1,  0,     5, Prime Minister, Prime Minister
Wilhelm,Wilhelm,                   0, 2, 3, German,      Germans,     1, -1,  0,     5, Kaiser, Empress
Sadi-Carnot,Sadi-Carnot,           0, 3, 3, French,      Frenchmen,  -1, -1,  1,
Menelek,Taitu,                     0, 4, 2, Abyssinian,  Abyssinians, 0,  0, -1,     2, Emperor, Empress, 3, Emperor, Empress
Abdul Hamid,Abdul Hamid,           0, 5, 0, Ottoman,     Ottomans,    0, -1, -1,     2, Sultan, Sultan, 3, Sultan, Sultan
Gladstone,Victoria,                0, 6, 3, British,     Englishmen, -1, -1,  1,     5, Prime Minister,Queen
Carlos,Carlos,                     0, 7, 1, Portuguese,  Portuguese,  0, -1,  0,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Cotton,
Millet,
Nitrates,
Coal,
Copper,
Gold,
Silver,
Ivory,
Coffee,
Rubber,
Diamonds,
Peanuts,
Oil,
Radium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged